Wow, that's a long thread. Still, a few interesting things:
(Inquizitor)
My small experience with PVP on Eri Silverwing makes it feel the opposite way, really. About a quarter of the time I'd say, the AS would oneshot me. The other three quarters of the time, I'm back at full health before they have the chance to follow up, and they run away. Under this system, they would not be able to escape my wrath so easily...
(Of course, this would still leave the question of "Why attack someone in Warburg who's obviously not going for launch codes?")
(Castle)
Emphasis mine. Stacking enhancements beyond a certain point may not send you into the stratosphere... but it seems they will still provide a sort of resistance to debuffs that someone who's not super-IOed out will not have.
I'm not sure I like this movement supression from being the target of an attack. You should at least have to land a hit if you want to nail someone down. That being said, I'm not entirely convinced that escape is impossible under those conditions, given what broken fields those zones tend to be. The attacker supression definitely makes sense though. If you're going to attack someone, then you shouldn't be able to escape so easily if it turns out to have been a bad idea. (Especially in Bloody Bay and Warburg, where there's no inherent value to fighting other players at all.)
Oh, and it seems the same movement supression rules apply to PvE interaction in PvP zones...
-Morgan.
(Inquizitor)
Quote:It did buff Stalkers melee. It used to be I could get away if I was Assasin struck. Now it makes the followup hit a heck of alot easier.
My small experience with PVP on Eri Silverwing makes it feel the opposite way, really. About a quarter of the time I'd say, the AS would oneshot me. The other three quarters of the time, I'm back at full health before they have the chance to follow up, and they run away. Under this system, they would not be able to escape my wrath so easily...
(Of course, this would still leave the question of "Why attack someone in Warburg who's obviously not going for launch codes?")
(Castle)
Quote:Diminishing Returns is NOT about IO's or Set Bonuses. It's about the cumulative amount of buffing a single character can be placed under, whether those buffs come from IO's, Inspirations Self Buffs, Team Buffs or Foe Debuffs.
Emphasis mine. Stacking enhancements beyond a certain point may not send you into the stratosphere... but it seems they will still provide a sort of resistance to debuffs that someone who's not super-IOed out will not have.
I'm not sure I like this movement supression from being the target of an attack. You should at least have to land a hit if you want to nail someone down. That being said, I'm not entirely convinced that escape is impossible under those conditions, given what broken fields those zones tend to be. The attacker supression definitely makes sense though. If you're going to attack someone, then you shouldn't be able to escape so easily if it turns out to have been a bad idea. (Especially in Bloody Bay and Warburg, where there's no inherent value to fighting other players at all.)
Oh, and it seems the same movement supression rules apply to PvE interaction in PvP zones...
-Morgan.